PTS Patchnotes arent bad, stop crying

TheRealSniker
TheRealSniker
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Zenimax took a step in the right direction

The Class Rep Program actually works!
What I dont understand is why all of you are crying on the Forums now?
Yes it isnt much and Wrobel still has no idea what hes doing, but they hired people to help them out and are listening to the community.

How do I know that?
One of the Problems that had been talked about in the meeting was that Templars were too immobile cause of the Rune buffs
here you go:

Rune Focus:
This ability and its morphs now apply Major Ward, Major Resolve, and all morph effects to you directly for 15 seconds.
Standing within the area of effect now increases the Major Ward and Major Resolve effects by 50%.

Another one of the Problems was that Incap was too strong, the most popular idea was to bring the old Incap back where it would only Stun if the enemy had higher Health, I knew about this 2 months before those Patch notes released and yes the change indeed happened!

Death Stroke
Incapacitating Strike (morph): This ability now only stuns your enemy if your current health percentage is lower than the target’s.

People had been complaining ALOT about defiles and snares and how classes cannot deal with them
Here you go:
Merciless Resolve (morph): Removed the snare from this ability.
Rending Slashes (morph): Decreased the duration of the snare to 4 seconds from 9 seconds.
Lethal Arrow (morph): Decreased the duration of the Major Defile debuff applied to 4 seconds from 10 seconds.
Arrow Spray: Decreased the duration of the snare applied from this ability and its morphs to 4 seconds from 6 seconds.
Reverberating Bash (morph): Decreased the duration of the Major Defile debuff to 4 seconds from 10 seconds.
Cripple: Decreased the duration of the snare and the Major Expedition buff from this ability and its morphs to 4 seconds from 8 seconds.

Sloads has been confirmed too strong against Nightblades there for it got nerfed aswell:
Sload’s Semblance:
Removed the first damage over time tick.
The damage over time effect now begins dealing damage 1 second after it has been applied.
Decreased the total damage by approximately 15% due to the removed tick.
Fixed an issue where the damage over time from this item set was removing invisibility.
Fixed an issue where the damage over time could proc itself.

Stop Crying and realize that this is a small step towards a healthy game.
Edited by TheRealSniker on July 10, 2018 4:19AM
  • ezio45
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    noones arguing there is good stuff but they also added alot of things ppl arnt happy with or didnt make enough adjustments
  • ezio45
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    especially in areas not related to class balance, im fairly happy with that and it is a good step
  • TheRealSniker
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    ezio45 wrote: »
    noones arguing there is good stuff but they also added alot of things ppl arnt happy with or didnt make enough adjustments

    There is literally a post related to how PvP Players quit the game after the current Patch Notes
  • generalmyrick
    generalmyrick
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    People quit over patch notes? Why?
    "The red pill and its opposite, the blue pill, are a popular cultural meme, a metaphor representing the choice between:

    Knowledge, freedom, uncertainty and the brutal truths of reality (red pill)
    Security, happiness, beauty, and the blissful ignorance of illusion (blue pill)"

    Insight to Agree to Awesome Ratio = 1:6.04:2.76 as of 1/25/2019

    Compared to people that I've ignored = I am 18% more insightful, 20% less agreeable, and 88% more awesome.
  • Cpt_Teemo
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    People quit over patch notes? Why?

    Because it's content, if its content people don't like then they leave
  • generalmyrick
    generalmyrick
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    Details! Tell the story!
    "The red pill and its opposite, the blue pill, are a popular cultural meme, a metaphor representing the choice between:

    Knowledge, freedom, uncertainty and the brutal truths of reality (red pill)
    Security, happiness, beauty, and the blissful ignorance of illusion (blue pill)"

    Insight to Agree to Awesome Ratio = 1:6.04:2.76 as of 1/25/2019

    Compared to people that I've ignored = I am 18% more insightful, 20% less agreeable, and 88% more awesome.
  • generalmyrick
    generalmyrick
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    Thank ya!
    "The red pill and its opposite, the blue pill, are a popular cultural meme, a metaphor representing the choice between:

    Knowledge, freedom, uncertainty and the brutal truths of reality (red pill)
    Security, happiness, beauty, and the blissful ignorance of illusion (blue pill)"

    Insight to Agree to Awesome Ratio = 1:6.04:2.76 as of 1/25/2019

    Compared to people that I've ignored = I am 18% more insightful, 20% less agreeable, and 88% more awesome.
  • CyrusArya
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    Forum bads will cry no matter what. I know it, you know it, the devs know it. Best to just ignore their whining.

    Less QQ more Pew Pew folks.
    Edited by CyrusArya on July 10, 2018 4:57AM
    A R Y A
    -Atmosphere
    -Ary'a
    Czarya
    The K-Hole ~ Phałanx
    My PvP Videos
  • Narvuntien
    Narvuntien
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    The forums are just one whining drone constantly complaining.

    You have no idea if there will be anything to fix the lag, a major pain point, its also nearly impossible to test on the PTS with such a low population

    There are less snares and less defiles and they have been nerfed. Incap nerfed.. I guess I can live without the stun dawnbreaker is a stun alternative if you want a reliable stun... you still have the uh oh I am in trouble stun and cloak and run available.

    The new sets are not rng proc sets horray!
    Zaan got nerfed, Sloads got nerfed.

    We have generated a lot of ideas many of them are honestly contradictory, they have picked out a few that seem pretty straight forward others simply need more consideration and discussion before they can implement them. Things like sustain basically effects everything they are not easy changes.

    There are still a bunch of weeks until the actual patch with at least 2 more tweaks to balance probably 3.
  • AlienatedGoat
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    You can't tell me what to do.

    You're not my real dad.
    PC-NA Goat - Bleat Bleat Baaaa
  • Gprime31
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    Did they balance healing out with the defile changes, or is everyone going to heal tanks now?
  • Mojomonkeyman
    Mojomonkeyman
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    I guess OP doesn't play magwarden in PvP...
    Edited by Mojomonkeyman on July 10, 2018 7:56AM
    Koma Grey, Chocolate Thunder, Little Mojo, Dagoth Mojo & Mojomancy
  • Nyladreas
    Nyladreas
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    Zenimax took a step in the right direction

    The Class Rep Program actually works!
    What I dont understand is why all of you are crying on the Forums now?
    Yes it isnt much and Wrobel still has no idea what hes doing, but they hired people to help them out and are listening to the community.

    How do I know that?
    One of the Problems that had been talked about in the meeting was that Templars were too immobile cause of the Rune buffs
    here you go:

    Rune Focus:
    This ability and its morphs now apply Major Ward, Major Resolve, and all morph effects to you directly for 15 seconds.
    Standing within the area of effect now increases the Major Ward and Major Resolve effects by 50%.

    Another one of the Problems was that Incap was too strong, the most popular idea was to bring the old Incap back where it would only Stun if the enemy had higher Health, I knew about this 2 months before those Patch notes released and yes the change indeed happened!

    Death Stroke
    Incapacitating Strike (morph): This ability now only stuns your enemy if your current health percentage is lower than the target’s.

    People had been complaining ALOT about defiles and snares and how classes cannot deal with them
    Here you go:
    Merciless Resolve (morph): Removed the snare from this ability.
    Rending Slashes (morph): Decreased the duration of the snare to 4 seconds from 9 seconds.
    Lethal Arrow (morph): Decreased the duration of the Major Defile debuff applied to 4 seconds from 10 seconds.
    Arrow Spray: Decreased the duration of the snare applied from this ability and its morphs to 4 seconds from 6 seconds.
    Reverberating Bash (morph): Decreased the duration of the Major Defile debuff to 4 seconds from 10 seconds.
    Cripple: Decreased the duration of the snare and the Major Expedition buff from this ability and its morphs to 4 seconds from 8 seconds.

    Sloads has been confirmed too strong against Nightblades there for it got nerfed aswell:
    Sload’s Semblance:
    Removed the first damage over time tick.
    The damage over time effect now begins dealing damage 1 second after it has been applied.
    Decreased the total damage by approximately 15% due to the removed tick.
    Fixed an issue where the damage over time from this item set was removing invisibility.
    Fixed an issue where the damage over time could proc itself.

    Stop Crying and realize that this is a small step towards a healthy game.

    Absolutely hilarious as you entirely forgot about the main reason people are crying about patch notes.

    Rune Prison/Cage "fix" being an absolute F-ing joke.
  • Arkangeloski
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    Nyladreas wrote: »
    Zenimax took a step in the right direction

    The Class Rep Program actually works!
    What I dont understand is why all of you are crying on the Forums now?
    Yes it isnt much and Wrobel still has no idea what hes doing, but they hired people to help them out and are listening to the community.

    How do I know that?
    One of the Problems that had been talked about in the meeting was that Templars were too immobile cause of the Rune buffs
    here you go:

    Rune Focus:
    This ability and its morphs now apply Major Ward, Major Resolve, and all morph effects to you directly for 15 seconds.
    Standing within the area of effect now increases the Major Ward and Major Resolve effects by 50%.

    Another one of the Problems was that Incap was too strong, the most popular idea was to bring the old Incap back where it would only Stun if the enemy had higher Health, I knew about this 2 months before those Patch notes released and yes the change indeed happened!

    Death Stroke
    Incapacitating Strike (morph): This ability now only stuns your enemy if your current health percentage is lower than the target’s.

    People had been complaining ALOT about defiles and snares and how classes cannot deal with them
    Here you go:
    Merciless Resolve (morph): Removed the snare from this ability.
    Rending Slashes (morph): Decreased the duration of the snare to 4 seconds from 9 seconds.
    Lethal Arrow (morph): Decreased the duration of the Major Defile debuff applied to 4 seconds from 10 seconds.
    Arrow Spray: Decreased the duration of the snare applied from this ability and its morphs to 4 seconds from 6 seconds.
    Reverberating Bash (morph): Decreased the duration of the Major Defile debuff to 4 seconds from 10 seconds.
    Cripple: Decreased the duration of the snare and the Major Expedition buff from this ability and its morphs to 4 seconds from 8 seconds.

    Sloads has been confirmed too strong against Nightblades there for it got nerfed aswell:
    Sload’s Semblance:
    Removed the first damage over time tick.
    The damage over time effect now begins dealing damage 1 second after it has been applied.
    Decreased the total damage by approximately 15% due to the removed tick.
    Fixed an issue where the damage over time from this item set was removing invisibility.
    Fixed an issue where the damage over time could proc itself.

    Stop Crying and realize that this is a small step towards a healthy game.

    Absolutely hilarious as you entirely forgot about the main reason people are crying about patch notes.

    Rune Prison/Cage "fix" being an absolute F-ing joke.

    Thank you, now it is officially The elder sorcs online :) now thanks to the removal of incap stun it's going to be way harder to bring them down like it was not already lol, they seriously either need to nerf bastion or buff shattering blows bc at its current state is totally garbage and shields keep getting stronger each patch lol and to add insult to injury runecage just got a 20% nerf lol what a joke!!! The damage doesn't matter, it's totally bugged! U can't break free for 2 secs in most cases lol! Add lag and its even worst. I swear all there is going to be left in cyrodil is sorcs lol spamming rune cage from 40 meters on a keep wall or behind a zerg so you can eat all the dMG before know what hit's you lol. I'm going back to Black desert online until they figure out this mess but meanwhile I'll save lots of money on eso plus and crown store purchases B) so I guess is not so bad after all.
  • Troneon
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    We still lost major mending...We still lost stuns...ages ago...also -10% to crit heals...sustain nerfs, nerfs to most class skills....

    I could go on. Magplar has been gutted for a long time now.

    It's all good though, they never touch sorc...or when they do, it's not even close to resolving the over tuned issues. Just stop defending this BS ZOS keeps doing.

    Players are sick of waiting for ZOS to get a clue.



    Edited by Troneon on July 10, 2018 8:46AM
    PC EU AD
    Master Crafter - Anything you need!!
    High Elf Magicka Templar Healer/DPS/Tank
    Trials / Dungeons / PVP / Everything
  • Gnortranermara
    Gnortranermara
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    LMAO, this thread is literally telling people to stop complaining because their pain points were "addressed" by ridiculous and inexplicable nerfs instead of intelligent fixes. Seriously, it's like a patient went to the doctor with a minor foot ache so the doctor amputated his leg and you're telling him to be happy, because hey, at least the doctor listened and took action, right?
  • Turelus
    Turelus
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    ezio45 wrote: »
    noones arguing there is good stuff but they also added alot of things ppl arnt happy with or didnt make enough adjustments
    Sounds like an MMO patch. :trollface:
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • MLGProPlayer
    MLGProPlayer
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    The Class Rep Program actually works!

    :lol:

    They ignored every single piece of feedback from the warden feedback thread, and didn't make a SINGLE change to the class. This is the most underrepresented class in endgame, and ZOS didn't think it was necessary to make even ONE change to it...
    Edited by MLGProPlayer on July 10, 2018 8:48AM
  • Chrysa1is
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    Zenimax took a step in the right direction

    They reduced the damage of a move that did less than 1000 damage by 20%

    Are you sure mate?
  • Turelus
    Turelus
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    The Class Rep Program actually works!

    :lol:

    They ignored every single piece of feedback from the warden feedback thread, and didn't make a SINGLE change to the class. This is the most underrepresented class in endgame, and ZOS didn't think it was necessary to make even ONE change to it...
    Just because the changes were not made in this update doesn't mean they were ignored or the class reps program is a failure.
    None of the classes got massive focus and sweeping overhauls based on feedback in those patch notes, which would make one think they're coming at a later date either in this update or the next one. Seems this updates balance pass was focused on werewolf and some sets.

    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • MLGProPlayer
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    Turelus wrote: »
    The Class Rep Program actually works!

    :lol:

    They ignored every single piece of feedback from the warden feedback thread, and didn't make a SINGLE change to the class. This is the most underrepresented class in endgame, and ZOS didn't think it was necessary to make even ONE change to it...
    Just because the changes were not made in this update doesn't mean they were ignored or the class reps program is a failure.
    None of the classes got massive focus and sweeping overhauls based on feedback in those patch notes, which would make one think they're coming at a later date either in this update or the next one. Seems this updates balance pass was focused on werewolf and some sets.

    Would be nice if we got communication from the balance team on what their plans are.
  • heng14rwb17_ESO
    heng14rwb17_ESO
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    THE GREAT NERF IS COMING!
    REPEND FOR YOUR SINS !!!
  • Olen_Mikko
    Olen_Mikko
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    As usual, they overnerf stuff, then they overbuff them on next update.
    NB enthusiastic:
    1. Woodhippie stamblade - DW hard-hitter / PvE
    2. Know-it-all elf Magblade - Healer / PvE & PvP
    3. Hate-them-all elf Magblade - Destrostaff AoE monster / PvE
    4. Cyrodiil-Refugee stamblade - Stamina Tank / PvE

    Go dominion or go home

    Nightblade-Hipster. I played Nightblade before it was cool - from 1.5 onwards.
  • Vercingetorix
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    Templar Rune Focus cost increase was not asked for nor is it warranted. All they had to do was extend the buff duration outside the Rune Focus to something like 15 secs. Now it has a higher upfront cost and sustain is even worse on Magplar.
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • huschdeguddzje
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    ezio45 wrote: »
    noones arguing there is good stuff but they also added alot of things ppl arnt happy with or didnt make enough adjustments

    There is literally a post related to how PvP Players quit the game after the current Patch Notes

    Because people on here are never overdramatic
  • Tommy_The_Gun
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    Another one of the Problems was that Incap was too strong, the most popular idea was to bring the old Incap back where it would only Stun if the enemy had higher Health, I knew about this 2 months before those Patch notes released and yes the change indeed happened!

    Death Stroke
    Incapacitating Strike (morph): This ability now only stuns your enemy if your current health percentage is lower than the target’s.
    That would make sense. So If I have like 20k heath I can stun someone with incap who has like 21k heath. But if someone has 19k heath incap wont stun. This would reward squishy low-heath builds - high risk / high reward.

    However this not the case because it says % of heath. So I need to have for example 99% of health in order to stun target that has 100% of heath - regardless of my max heath pool.

    This basically means that using incap will almost never stun anyone unless used mid-fight or when your heath is low and you want to stun the target to escape. Already I have seen people with crazy ideas to run Equlibium and cast it (basically hurting yourself) just before using incap... I dont think that this is what devs had in mind...

    I knew for a long time that incap will be changed somehow because it was discussed on nb class rep thread. But what ZOS posted on pts... It feels like the person who gatherd all the feedback passed the information via a badly working telephone and all the balancing team heard was:
    **static** Nigh**ade.** incapit***str**es****stun**static***

    All in all I am disapointed and kind of a let down by nb class representative , zos and the whole class representative program.
    Edited by Tommy_The_Gun on July 10, 2018 11:37AM
  • Gprime31
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    Another one of the Problems was that Incap was too strong, the most popular idea was to bring the old Incap back where it would only Stun if the enemy had higher Health, I knew about this 2 months before those Patch notes released and yes the change indeed happened!

    Death Stroke
    Incapacitating Strike (morph): This ability now only stuns your enemy if your current health percentage is lower than the target’s.
    That would make sense. So If I have like 20k heath I can stun someone with incap who has like 21k heath. But if someone has 19k heath incap wont stun. This would reward squishy low-heath builds - high risk / high reward.

    However this not the case because it says % of heath. So I need to have for example 99% of health in order to stun target that has 100% of heath - regardless of my max heath pool.

    This basically means that using incap will almost never stun anyone unless used mid-fight or when your heath is low and you want to stun the target to escape. Alredy I have seen people with crazy ideas to run Equlibium and cast it (basically hurting yourself) just before using incap... I dont think that this is what devs had in mind...

    I knew for a long time that incap will be changed somehow because it was discussed on nb class rep thread. But was ZOS posted on pts... It feels like the person who gatherd all the feedback passed the information via a badly working telephone and all the balancing team heard was:
    **static** Nigh**ade.** incapit***str**es****stun**static***

    All in all I am disapointed and kind of a let down by nb class representative , zos and the whole class representative program.

    It’s not a problem just combo correctly incap change will not be noticed
    Edited by Gprime31 on July 10, 2018 11:28AM
  • Starlight_Knight
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    The Class Rep Program actually works!

    :lol:

    They ignored every single piece of feedback from the warden feedback thread, and didn't make a SINGLE change to the class. This is the most underrepresented class in endgame, and ZOS didn't think it was necessary to make even ONE change to it...


    This ^
  • Merlin13KAGL
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    The problem is not when they fix things that are broken.

    The problem is when they arbitrarily opt to change things that previously were not.

    The problem becomes vastly worse when the second far outweighs the first, and that seems to be a pretty common theme in many patches and updates.
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
This discussion has been closed.